THE SCREENSHOT TOPIC RETURNS
Posts
1. The hero's sprite isn't finished. I only have the down direction animations finished.
2. The colours in this video are far more saturated than they should be. Had something to do with the video conversion. The colours HONESTLY looks better than this.
3. There are no NPCs yet and no buildings can be entered.
4. And, of course, nothing is final.
I really like it. It looks really nice and the music makes it feel like a bustling center of trade and commerce. Great job, UPRC!
(I do feel the sign shadows could be a lighter color or more transparent, but that's just nit-picking.)
(I do feel the sign shadows could be a lighter color or more transparent, but that's just nit-picking.)
The layout looks good. I like all the little details and side paths you put in. I'd get rid of the shadow under the pub sign, since there aren't really shadows anywhere else. There are a few places where I think there should be some space between the road and the cliffs, as it looks as though the road cuts into the cliffs in places. It also seems a bit odd that every house is blue, but if that's the theme of the town then it is fine.
Nice, I really like the setting, all those outdoor tables and chairs, that blue color is intriguing.. nice city, working together with its rather rocky environment.
Yeah, I think I'll finally do something about the shadows under the signs. I was mostly just waiting to see if I'd get enough comments about them over time. I'll try a dark grey for them and, if it doesn't look too great, then I'll just remove the shadows completely.
I'm only using shadows for objects that are off of the ground, directly above the player and would project a clear shadow across the ground. I have a bridge in another town that does this as well.
I'm only using shadows for objects that are off of the ground, directly above the player and would project a clear shadow across the ground. I have a bridge in another town that does this as well.
Is that town for a specific game UPRC? Or just demonstrating some mapping skills? Just wondered, I saw the other town vid you made a few pages back so I was intrigued to see if it was for an upcoming game. Either way, excellent mapping skills. Consider me a fan. :)
author=Solid89
Is that town for a specific game UPRC? Or just demonstrating some mapping skills? Just wondered, I saw the other town vid you made a few pages back so I was intrigued to see if it was for an upcoming game. Either way, excellent mapping skills. Consider me a fan. :)
Yeah, it's all for a game idea. I'm mapping the entire game out before I actually get into making events and such though.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That seems like an awkward way to do things. I always base my maps around what events will occur in them. Otherwise, I feel like the events would seem out of place. Like they were tossed into places they didn't really belong.
I guess if you have the cut scenes more or less planned out, it would work fine. You'd know "I need some space in this room for a large conversation to take place" and "I need a ledge here right by the door for a villain to jump down from" and so forth and could design the maps accordingly.
I guess if you have the cut scenes more or less planned out, it would work fine. You'd know "I need some space in this room for a large conversation to take place" and "I need a ledge here right by the door for a villain to jump down from" and so forth and could design the maps accordingly.
Yeah, that's definitely true. I've planned this out in a way that lets me go nuts mapping things out. The towns aren't really going to be key plot areas and the dungeons I'm going to map after the towns won't be too complicated. There's one area in particular that I'm going to have to plan out and alter over time as I work on the game though, since it is the central plot hub and such.

Still need to edit a log bridge to reach the cave, and there's a boulder missing for later on, but with the new water-less tile, it's just about complete!
(Also, ae's faces ~<3 )
Looks blocky, but I like the screen tone. The whole gam in that tone would be awesome :-D
My final trailor for Aorta is done now:
My final trailor for Aorta is done now:
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It kills me to see such great maps paired with such asinine text and dialogue.
Please make your visuals worse so I can stop complimenting your game.
Please make your visuals worse so I can stop complimenting your game.
author=Deacon Batista
Looks blocky, but I like the screen tone. The whole gam in that tone would be awesome :-D
My final trailor for Aorta is done now:
I like your mapping, but is the juvenile dialogue really necessary? It's a pretty big turn off from your game, which is probably the opposite of what you want.
Deacon, even though your dialog is pretty... yeah, your game looks interesting. More because it is Fantasy/Inappropriate-ness.
I like it too. Maps might be a little bit too overly detailed in some areas, especially when combined with the overlays. But then again, I'm anti-overlays for the most part :D
author=UPRCauthor=Deacon BatistaI like your mapping, but is the juvenile dialogue really necessary? It's a pretty big turn off from your game, which is probably the opposite of what you want.
Looks blocky, but I like the screen tone. The whole gam in that tone would be awesome :-D
My final trailor for Aorta is done now:
That's point isn't it? Not the turn off thing. Corny in some way. It is a game that seems to offensive or something.





















